[ISL] Rendering depth maps

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OnoSendai
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Re: [ISL] Rendering depth maps

Post by OnoSendai » Fri Jul 03, 2009 4:56 pm

yes, use length(a - b).
pow() makes baby jesus cry.

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Borgleader
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Re: [ISL] Rendering depth maps

Post by Borgleader » Fri Jul 03, 2009 5:03 pm

OnoSendai wrote:yes, use length(a - b).
pow() makes babies & jesus cry.
fixed ;)

no but seriously this is interesting thread :) following closely!
benn hired a mercenary to kill my sig...

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fused
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Re: [ISL] Rendering depth maps

Post by fused » Fri Jul 03, 2009 5:57 pm

yeah, pow() was a bad choice :)
sqrt(), too!
i know i really should not use them in speed sensitive tasks...

length(a - b), aye, SIR!

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lycium
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Re: [ISL] Rendering depth maps

Post by lycium » Fri Jul 03, 2009 6:48 pm

OnoSendai wrote:makes baby jesus cry.
Borgleader wrote:fixed ;)
no you broke it :(


anyway, i'd be interested to know what the relative performance (to the massive rendering engine) is between the two versions... i suspect it'll be quite small?

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Re: [ISL] Rendering depth maps

Post by fused » Fri Jul 03, 2009 7:02 pm

im testing i right now. it does not seem to be much faster.... will make a comparison by rendering both for 10 minutes.

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Re: [ISL] Rendering depth maps

Post by lycium » Fri Jul 03, 2009 7:26 pm

especially 32bit vs 64bit (non-LLVM compiled) would be interesting :D

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Re: [ISL] Rendering depth maps

Post by fused » Fri Jul 03, 2009 7:38 pm

im on a mac atm, so no 32 vs 64 for now.

both images rendered for exactly 5 minutes. 114 spp for the lenght() and 102 for sqrt() and pow(), thats about 11% faster.
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fused
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Re: [ISL] Rendering depth maps

Post by fused » Fri Jul 03, 2009 9:41 pm

btw: using a black albedo material and an emitting material with black albedo one can also fake "object buffers" (thats what they are called in c4d). The visibility of an object to the camera as an alpha map.

Example:
object buffer.jpg
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Re: [ISL] Rendering depth maps

Post by pixie » Fri Jul 03, 2009 10:45 pm

Poor fused, he has no money to buy indigo, please help him...
:mrgreen:

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Re: [ISL] Rendering depth maps

Post by fused » Fri Jul 03, 2009 10:59 pm

:mrgreen:

I have a license, but im at work :)

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Re: [ISL] Rendering depth maps

Post by fused » Sat Jul 04, 2009 12:44 am

experimenting woth postpro DOF and some color corrections with the 'object buffers'.
originally it was a 80% white rendering without dof

ZomB, i hope you dont mind me messing with your beautiful scene :)
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Re: [ISL] Rendering depth maps

Post by Zom-B » Sat Jul 04, 2009 5:03 am

go for it and do what ever you like with this scene my friend :)
Take care about the depth map if you wan't to use it for PP bluring
since my camera settings generate dof blur.
The depth map rendering is still way to slow for such a feature :/
a 32 vs 64 test would be very interesting, just like lyc said...
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Re: [ISL] Rendering depth maps

Post by fused » Sat Jul 04, 2009 5:10 am

I set the f-stop to 64, that should kill all dof.

will do a 32/64 bit comparison when i get back to my 64 bit machine :)

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Re: [ISL] Rendering depth maps

Post by eman7613 » Sat Jul 04, 2009 5:14 am

OnoSendai wrote:The 64 bit build will use the LLVM JITing backend, when LLVM supports 64 bit JITing without crashing and burning :)
:?: LLVM jit seemts to work fine from ubuntu & debian repositories, that is odd. (granted i never done anything fancy with it) (im on 64bit)
Yes i know, my spelling sucks

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Re: [ISL] Rendering depth maps

Post by OnoSendai » Sat Jul 04, 2009 3:21 pm

Maybe it works on 64 bit Linux these days, but not Win 64.

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